Automatically generating appropriate near and far clipping planes for a 3D scene while guaranteeing minimum of Z-buffer precision

ABSTRACT

Various technologies and techniques are disclosed that improve the automatic generation of near and far clipping planes for a 3D scene. The viewing frustum is intersected with the scene to determine the range of depth that a particular scene occupies in the viewing frustum. The ratio of the near clipping plane to far clipping plane is adjusted as appropriate to ensure a desired minimum level of Z-buffer precision is achieved. The clipping planes are set sufficiently far outside of the object bounds to prevent triangles which are parallel to the clip planes from being accidentally clipped. An API is provided to allow other programs to retrieve the near and far clipping plane values with the desired minimum Z-buffer precision for a particular scene without having to interact with the Z-buffer.

BACKGROUND

In order for a computer to render an image of three-dimensional graphicsproperly, it needs to determine what objects are in front of others in ascene. A Z-buffer (or “Depth Buffer”) stores a depth value for eachpixel of a rendered image, which allows the computer to determinewhether each object rendered appears in front of any other object in thescene, on a per-pixel basis.

Because the Z-Buffer only offers a finite amount of precision to storethe depth value for each pixel, problems can occur when multiple objectsresolve to the same depth value. In addition, the amount of precisionvaries throughout the 3D scene, as will be described later, so it can bedifferent for the front of the scene and the back of the scene. Inparticular, the available precision is affected by the choice of thenear and far clipping planes for the 3D scene.

Standard systems for generating near and far clipping planes for a 3Dscene only consider the bounds of the 3D scene, and ignore the fact thatthey sacrifice Z-buffer precision as the ratio of near clipping planedistance to far clipping plane distance approaches zero. In addition,systems which only consider the bounds of the scene can suffer from theproblem where objects from the very front or very back of the scene candisappear due to precision problems, even though they lie within thenear and far clipping plane.

SUMMARY

Various technologies and techniques are disclosed that improve theautomatic generation of near and far clipping planes for a 3D scene. Theviewing frustum is intersected with the scene to determine the range ofdepth that a particular scene occupies in the viewing frustum. The ratioof the near clipping plane to far clipping plane is adjusted asappropriate to ensure a desired minimum level of Z-buffer precision isachieved. Alternatively or additionally, depending on the type ofprojection used for the scene, the clipping of objects which are locatedat the near or far clipping plane is prevented.

For orthographic projections, since the precision of the Z-buffer isuniform and related to the magnitude of the difference between the farclipping plane and the near clipping plane, there is no need to changeeither near or far plane to account for z-buffer precision, but bothplanes need to be adjusted to prevent clipping of objects located rightat the clipping planes. For perspective projections, the desired minimumZ-buffer precision is ensured by adjusting the near plane to maintain adesired ratio between near and far clipping planes, and then each planeis displaced by an appropriate amount to prevent clipping at the plane.

Alternatively or additionally, an API is provided to allow otherprograms to retrieve the near and far clipping plane values with thedesired minimum Z-buffer precision for a particular scene without havingto interact with the Z-buffer.

This Summary was provided to introduce a selection of concepts in asimplified form that are further described below in the DetailedDescription.

This Summary is not intended to identify key features or essentialfeatures of the claimed subject matter, nor is it intended to be used asan aid in determining the scope of the claimed subject matter.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagrammatic view of a computer system of oneimplementation.

FIG. 2 is a diagrammatic view of a 3D graphics application of oneimplementation operating on the computer system of FIG. 1.

FIG. 3 is a high-level process flow diagram for one implementation ofthe system of FIG. 1.

FIG. 4 is a process flow diagram for one implementation of the system ofFIG. 1 illustrating the stages involved in automatically generating nearand far clipping planes for orthographic projections while ensuring adesired minimum Z-buffer precision.

FIG. 5 is a process flow diagram for one implementation of the system ofFIG. 1 illustrating the stages involved in automatically generating nearand far clipping planes for perspective projections while ensuring adesired minimum Z-buffer precision.

FIG. 6 is a process flow diagram for one implementation of the system ofFIG. 1 illustrating the stages involved in ensuring a desired minimumZ-buffer precision at the back of the Z-buffer for a perspectiveprojection.

FIG. 7 is a process flow diagram for one implementation of the system ofFIG. 1 that illustrates providing an API to allow a separate program tomanipulate and/or retrieve the near and far clipping planes for 3Dscenes.

DETAILED DESCRIPTION

For the purposes of promoting an understanding of the principles of theinvention, reference will now be made to the embodiments illustrated inthe drawings and specific language will be used to describe the same. Itwill nevertheless be understood that no limitation of the scope isthereby intended. Any alterations and further modifications in thedescribed embodiments, and any further applications of the principles asdescribed herein are contemplated as would normally occur to one skilledin the art.

The system may be described in the general context as an applicationthat automatically generates near and far clipping planes for a 3Dscene, but the system also serves other purposes in addition to these.In one implementation, one or more of the techniques described hereincan be implemented as features within a 3D graphics program, or from anyother type of program or service that automatically generates near andfar clipping planes for a 3D scene or interacts with another programthat automatically generates near and far clipping planes for a 3Dscene.

As shown in FIG. 1, an exemplary computer system to use for implementingone or more parts of the system includes a computing device, such ascomputing device 100. In its most basic configuration, computing device100 typically includes at least one processing unit 102 and memory 104.Depending on the exact configuration and type of computing device,memory 104 may be volatile (such as RAM), non-volatile (such as ROM,flash memory, etc.) or some combination of the two. This most basicconfiguration is illustrated in FIG. 1 by dashed line 106.

Additionally, device 100 may also have additionalfeatures/functionality. For example, device 100 may also includeadditional storage (removable and/or non-removable) including, but notlimited to, magnetic or optical disks or tape. Such additional storageis illustrated in FIG. 1 by removable storage 108 and non-removablestorage 110. Computer storage media includes volatile and nonvolatile,removable and non-removable media implemented in any method ortechnology for storage of information such as computer readableinstructions, data structures, program modules or other data. Memory104, removable storage 108 and non-removable storage 110 are allexamples of computer storage media. Computer storage media includes, butis not limited to, RAM, ROM, EEPROM, flash memory or other memorytechnology, CD-ROM, digital versatile disks (DVD) or other opticalstorage, magnetic cassettes, magnetic tape, magnetic disk storage orother magnetic storage devices, or any other medium which can be used tostore the desired information and which can accessed by device 100. Anysuch computer storage media may be part of device 100.

Computing device 100 includes one or more communication connections 114that allow computing device 100 to communicate with other computersand/or applications 115. Device 100 may also have input device(s) 112such as keyboard, mouse, pen, voice input device, touch input device,etc. Output device(s) 111 such as a display, speakers, printer, etc. mayalso be included. These devices are well known in the art and need notbe discussed at length here. In one implementation, computing device 100includes 3D graphics application 200, as discussed in further detail inFIG. 2.

Turning now to FIG. 2 with continued reference to FIG. 1, a 3D graphicsapplication 200 operating on computing device 100 is illustrated. 3Dgraphics application 200 is one of the application programs that resideon computing device 100. However, it will be understood that 3D graphicsapplication 200 can alternatively or additionally be embodied ascomputer-executable instructions on one or more computers and/or indifferent variations than shown on FIG. 2. Alternatively oradditionally, one or more parts of 3D graphics application 200 can bepart of system memory 104, on other computers and/or applications 115,or other such variations as would occur to one in the computer softwareart.

3D graphics application 200 includes program logic 204, which isresponsible for carrying out some or all of the techniques describedherein. Program logic 204 includes logic for intersecting the boundingboxes of all scene models with the viewing frustum to determine therange of depth that the particular scene occupies in the viewing frustum(for orthographic and/or perspective projections) 206; logic for settingthe near and far clipping planes according to the scene bounds 208;logic for widening the bounds a particular amount (e.g. a small amount)to account for triangles lying on the bounds (e.g. to prevent them frombeing accidentally clipped) 210; logic for analyzing the ratio of thenear clipping plane to the far clipping plane to determine whether thereis an adequate level of numerical precision in the Z-buffer 212; logicfor adjusting the near and far clipping planes appropriately if theZ-buffer precision is not adequate 214; logic for providing an API toallow a separate program to manipulate and/or retrieve the near and farclipping planes for 3D scenes 216; logic for returning the near and farclipping planes for the particular scene to a separate program with theminimum Z-buffer precision provided, whereby the separate program doesnot have to interact with the Z-buffer 218; and other logic foroperating application 220. In one implementation, program logic 204 isoperable to be called programmatically from another program, such asusing a single call to a procedure in program logic 204.

Turning now to FIGS. 3-7 with continued reference to FIGS. 1-2, thestages for implementing one or more implementations of 3D graphicsapplication 200 are described in further detail. FIG. 3 is a high levelprocess flow diagram for 3D graphics application 200. In one form, theprocess of FIG. 3 is at least partially implemented in the operatinglogic of computing device 100. The procedure begins at start point 240with intersecting the bounding boxes of all scene models with theviewing frustum to determine the range of depth that the particularscene occupies in the viewing frustum (stage 242). The near and farclipping planes are set according to the scenes bounds (stage 244). Thebounds are widened a small amount to account for triangles lying on thebounds, such as to prevent triangles which are parallel to the clippingplanes from being accidentally clipped (stage 246). In other words, thenear and far clipping planes are moved a small amount to account fortriangles lying on the bounds. In one implementation, the small amountis the larger of the computed plane value or the smallest delta that canbe applied to the floating point value that does not result in the samenumber to ensure the geometry will not be clipped. The ratio of the nearclipping plane to the far clipping plane is analyzed to determinewhether there is an adequate level of numerical precision (stage 248).In one implementation, the desired ratio can be system specified and/oruser specified. If the Z-buffer precision is not adequate, then the nearand far clipping planes are adjusted appropriately to achieve thedesired Z-buffer precision (stage 250). The process ends at end point252.

FIG. 4 illustrates one implementation of a more detailed process forautomatically generating near and far clipping planes for orthographicprojections while ensuring a desired minimum Z-buffer precision. In oneform, the process of FIG. 4 is at least partially implemented in theoperating logic of computing device 100. The procedure begins at startpoint 260 with intersecting the scene models with the left, right, topand bottom planes of the orthographic frustum to determine which modelscan possibly be displayed, as well as the near and far bounds of thescene (stage 262). In one implementation, the intermediate positions aregenerated for the near and far planes based solely on the near and farscene bounds (S_(near) and S_(far)) (stage 264). The intermediatepositions are then widened a certain amount (e.g. just enough) toprevent the clipping planes from being identical to the scene bounds(stage 266). As one non-limiting example, this widening is done by thesmallest amount required to ensure polygons parallel to the clippingplanes and right on the bounds do not get clipped (stage 266).

In one implementation, which works for orthographic projections, theZ-buffer is 24 bit fixed precision. As one non-limiting example, byusing a desired minimum Z-buffer value of 1.5, even the nearest objectsresolve to a different value in the fixed-precision Z-buffer than thenear clipping plane. Using these parameters as non-limiting examples,the stages for generating the intermediate positions for the near andfar planes based on the near and far scene bounds (stage 264) whilewidening them slightly (stage 266) are performed by solving thefollowing equation:

$e = \frac{1.5}{2^{24} - 1}$and plugging the results into the following equation to compute the nearplane:

$n = \frac{{S_{near}( {1 - e} )} - {S_{far}e}}{1 - {2\; e}}$The far plane can be computed by:

$f = {{\frac{{S_{near}e} + {S_{far}( {e - 1} )}}{{2\; e} - 1}\mspace{14mu}{or}\mspace{14mu}{simply}\mspace{14mu} f} = {( {S_{near} - n} ) + {S_{far}.}}}$

In one implementation, since the precision of the Z-buffer fororthographic projections is uniform and related to the magnitude ofscene far bounds minus scene near bounds, and since the model size isexpected to be related as well, there is no need to change either nearor far plane to account for precision (stage 268). The process ends atend point 269.

FIG. 5 illustrates the stages involved in automatically generating nearand far clipping planes for perspective projections while ensuring adesired minimum Z-buffer precision for one implementation. In one form,the process of FIG. 5 is at least partially implemented in the operatinglogic of computing device 100. The procedure begins at start point 270with intersecting the bounds of each object with the interior of theinfinite pyramid partitioned by the four side planes of the perspectiveviewing frustum (stage 272). To do this, every point of a given boundingbox is checked, such as using the standard half-space check for eachplane of the frustum (stage 274). If any point is inside the infinitepyramid, the whole bounding box is kept (stage 274). After computingwhich models are potentially in the frustum, the values for the near andfar bounds are available (stage 276). The values for the near and farbounds are used to compute the near and far clipping planes using theapplicable formula (stage 278).

In one implementation, the near and far clipping planes in theperspective projection case can be calculated using the followingformulae:

${e = \frac{1.5}{2^{24} - 1}},{n = \frac{S_{near}{S_{far}( {{2*e} - 1} )}}{{e( {S_{near} + S_{far}} )} - S_{far}}},{f = \frac{S_{near}{S_{far}( {{2*e} - 1} )}}{{e( {S_{near} + S_{far}} )} - S_{near}}}$

In one implementation, after performing the above calculations, a valueis available for the far clipping plane f and the near clipping plane nbut nothing has yet been done to control the ratio between f and n,which determines the precision of the Z-buffer.

3D graphics application 200 ensures a desired minimum of precision isavailable throughout the depth represented by the Z-buffer (stage 280).One way to do this is to ensure a minimum of precision is available atthe back of the frustum (see FIG. 6), since this is where the leastprecision occurs in 3D scenes which have been projected using aperspective projection (stage 282). The process ends at end point 284.

FIG. 6 illustrates the process for ensuring a desired minimum Z-bufferprecision at the back of the Z-buffer for a perspective projection inone implementation in more detail. In one form, the process of FIG. 6 isat least partially implemented in the operating logic of computingdevice 100. The procedure begins at start point 300 with ensuring aminimum precision at the back of the Z-buffer, by checking the ratiobetween far and near clipping planes (near divided by far) multiplied bythe total precision of the Z-buffer to see if the precision isacceptable (stage 302). If this ratio is greater than the desired ratio(e.g. 2¹²), then the near clipping plane is adjusted to be the farclipping plane divided by the desired ratio (stage 304). This ensures asmuch of the scene as possible fits into the frustum while maintaining aminimum of precision (stage 306).

Let's look at a non-limiting example to see how this works. If you thinkof the frustum ranging from:

${u = \lbrack {0\mspace{11mu}\ldots\mspace{11mu} 1} \rbrack},{{{and}\mspace{14mu} a\mspace{14mu}{ratio}\mspace{14mu} k} = \frac{f}{n}},$then the rate of change of Z-buffer values with respect to u is:

${Z^{\prime}(u)} = {\frac{\partial Z}{\partial u} = {\frac{k}{( {{ku} - u + 1} )^{2}}.}}$This indicates how sampling is scaled from linear, so at the front ofthe frustumZ′(0)=kand at the back of the frustum:

${Z^{\prime}(1)} = {\frac{1}{k} = {\frac{n}{f}.}}$This means the precision at the back of our buffer differs from a linearprecision buffer by exactly the ratio between the near and the farplane.

In this non-limiting example, the final step then is to check the ratioof near clipping plane divided by far clipping plane and ensure thatwhen multiplied by the total precision of the Z-buffer, acceptable finalprecision results (stage 302). If this ratio is greater than the desiredratio value r for the desired precision, then the near clipping plane isadjusted by dividing the far clipping plane by the desired ratio value r(stage 304). This ensures as much of the scene as possible fits into thefrustum while maintaining a minimum of precision (stage 306). In oneimplementation, 3D graphics application 200 ensures that the rear of thebuffer has the same precision as a 12 bit linear precision buffer, whichmeans r=2¹², since the Z buffer has 24 bits in such a scenario. Othervalues and variations can be used in alternate implementations. Theprocess ends at end point 308.

FIG. 7 is a flow diagram for one implementation that illustratesproviding an API to allow a separate program to manipulate and/orretrieve the near and far clipping planes for 3D scenes. In one form,the process of FIG. 7 is at least partially implemented in the operatinglogic of computing device 100. FIG. 7 begins at start point 320 withproviding an API to allow a separate program to manipulate and/orretrieve the near and far clipping planes for 3D scenes (stage 322). 3Dgraphics application 200 receives a call to one or more methods in theAPI from the separate program to manipulate and/or retrieve the near andfar clipping planes for particular 3D scene(s) (stage 324). 3D graphicsapplication 200 automatically generates the appropriate near and farclipping planes for the particular scene(s) while taking Z-bufferprecision into account to provide a particular minimum desired level ofprecision (stage 326). 3D graphics application 200 returns the near andfar clipping planes for the particular scene(s) to the separate programwith the minimum Z-buffer precision provided, so that the separateprogram does not have to interact with the Z-buffer (stage 328). Theprocess then ends at end point 330.

Although the subject matter has been described in language specific tostructural features and/or methodological acts, it is to be understoodthat the subject matter defined in the appended claims is notnecessarily limited to the specific features or acts described above.Rather, the specific features and acts described above are disclosed asexample forms of implementing the claims. All equivalents, changes, andmodifications that come within the spirit of the implementations asdescribed herein and/or by the following claims are desired to beprotected.

1. A method for automatically generating near and far clipping planesfor 3D scenes comprising the steps of: intersecting a plurality ofbounding boxes of scene models with a viewing frustum to determine arange of depth that a particular scene occupies in the viewing frustum;setting a near clipping plane and a far clipping plane according to aset of scene bounds; analyzing a ratio of the near clipping plane to thefar clipping plane to determine whether there is a desired level ofnumerical precision in a Z-buffer; and if the precision in the Z-bufferis not at the desired level, then adjusting the near clipping plane andthe far clipping plane appropriately to achieve the desired level ofnumerical precision, wherein the ratio is calculated by first dividingthe near clipping plane by the far clipping plane to determine a firstresult and then multiplying the first result by a value representing thedesired level of numerical precision in the Z-buffer, wherein said stepsare executed in a computing device.
 2. The method of claim 1, furthercomprising: prior to the analyzing step, widening the set of scenebounds a particular amount to account for triangles lying on the bounds.3. The method of claim 2, wherein the widening step prevents triangleswhich are parallel to the near clipping plane and the far clipping planefrom accidentally being clipped.
 4. The method of claim 1, whereinparticular scene is based on a perspective projection.
 5. The method ofclaim 1, wherein the adjusting step comprises adjusting the nearclipping plane to be the far clipping plane divided by the ratio.
 6. Themethod of claim 1, wherein the particular scene is based on anorthographic projection.
 7. The method of claim 1, further comprising:returning the near clipping plane and the far clipping plane for theparticular scene to a separate application for use in the separateapplication.
 8. A computer-readable medium having computer-executableinstructions for causing a computer to perform steps comprising: set anear clipping plane and a far clipping plane according to a set of scenebounds; move the near clipping plane a particular amount to account fortriangles lying on the bounds; move the far clipping plane a particularamount to account for triangles lying on the bounds; analyze a ratio ofthe near clipping plane to the far clipping plane to determine whetherthere is a desired level of numerical precision in a Z-buffer; and ifthe precision in the Z-buffer is not at the desired level, then adjustthe near clipping plane and the far clipping plane appropriately toachieve the desired level of numerical precision, wherein the ratio iscalculated by first dividing the near clipping plane by the far clippingplane to determine a first result and then multiplying the first resultby a value representing the desired level of numerical precision in theZ-buffer.
 9. The computer-readable medium of claim 8, further operableto cause a computer to perform steps comprising: return the nearclipping plane and the far clipping plane for the particular scene to aseparate application for use in the separate application.
 10. Thecomputer-readable medium of claim 9, wherein the separate applicationdoes not have to interact with the Z-buffer.
 11. The computer-readablemedium of claim 8, wherein the near clipping plane is adjusted to be theresult of dividing the far clipping plane by the ratio.
 12. Thecomputer-readable medium of claim 8, wherein by widening the set ofscene bounds the particular amount, triangles which are parallel to thenear clipping plane and the far clipping plane are prevented fromaccidentally being clipped.
 13. A method for automatically generatingnear and far clipping planes comprising the steps of: providing anapplication program interface to allow a separate program to retrieve anear clipping plane and a far clipping plane for a 3D scene; receiving acall to at least one method in the API from the separate program toretrieve the near clipping plane and the far clipping plane for the 3Dscene; automatically generating the near clipping plane and the farclipping plane for the 3D scene while taking precision into account fora Z-buffer; and returning the near clipping plane and the far clippingplane for the 3D scene to the separate program, whereby the separateprogram does not have to interact with the Z-buffer, wherein theprecision is taken into account for the Z-buffer by adjusting the nearclipping plane to be the far clipping plane divided by a desired ratio,wherein said steps are executed in a computing device.
 14. The method ofclaim 13, wherein the precision is taken into account at a back of afrustum associated with the near clipping plane and the far clippingplane.
 15. A computer-readable medium having computer-executableinstructions for causing a computer to perform the steps recited inclaim
 1. 16. A computer-readable medium having computer-executableinstructions for causing a computer to perform the steps recited inclaim 13.